If you want proper investigation you will need to be careful with magic. There are spells (Detect Thoughts especially) that can "solve" an investigation
That said I'd love to play someone with Blood Biography :)
Are you thinking the group are vigilantes or have some form of official sanction?
I'm very interested! Torn between concepts at the moment. I'd be interested in a cleric that channels negative energy, but I can only exempt so many people.
This is what I have for Shathach so far.
Shathash was a powerful spellcaster in the age of Thassilon. Obsessed with the acquisition of knowledge and power he successfully researched and achieved Lichdom. Then - for some reason - he tried to kill Karzoug, Runelord of Greed.
Karzoug assembled a special prison for his would-be assassin. Locked in a chamber with no ability to move while one of Karzoug’s experiments slowly ate the memories and knowledge has had sacrificed everything for.
The flaw was time. The creature was immortal, but after a thousand years had eaten almost everything. The only new memories were those formed by reading and contemplating the words. The creature would hibernate, carefully nibble those memories and try to eke out enough nourishment to survive. Eventually it slipped, ate too much and unkowingly ate Shathash’s knowledge of Thassilonian. With nothing to ponder the once-proud lich simply stared sightlessly at the wall past the thought-eater’s death and the rise and fall of civilisations.
Without magic, without movement, in the dry chamber’s air the lich’s body atrophied to match his mind. Only his eyes and voice were spared - Karzoug had been thoughtful enough to protect those with his own magic, for he wanted to make sure Shathash could see, hear and scream.
Eventually a rogue undead broke into the chamber. Assuming Shathash to be a simple skeleton he broke the wards and Commanded Shathash. With no reason not to, Shathash complied.
He accompanied the rogue for a little while, relearning the basics of language, until a battle with Duskwardens saw its demise. The duskwardens mistook Shathash for a Death’s Head Talisman controlled vassal, and when they issued orders holding the rogue’s amulet he compiled. Rather than be destroyed he was taken back to the surface and sold to Ankar-Te.
Recognising him as a superior skeleton a young necromancer bought Shathash. Shathash had by this point learned enough to pretend a mindlessness he did not have. He did show that he had some skill with calligraphy and corpsecraft though (reflexive skills the thought eater could not take) and was prized by his master.
Several decades later his master was destroyed by an apprentice golemcrafter who caused the master to bitterly regret not memorising feather fall, levitate, flight or teleportation in his long though rapid descent to the ground at the base of Kaer Maga’s cliff.
Shathash had long had a plan for what to do in the event of his master’s death. He took a few small items, his meatsuit, and fled.
You are Shathash, being punished for trying to kill Karzoug.
The first thing I remember is staring at the words. I don’t understand them, but I spent an indeterminate period staring at them and they are burned into my mind.
I spent a lot of time simply existing. When my last owner was alive I had the ability to surreptitiously read his books on philosophy. There I found the principle that every creature had a purpose. I pondered mine. Eventually I realised that when I still had my memories I had had a purpose that involved killing Karzoug. Presumably that me, complete with better information, had a reason to do so around a purpose. Therefore, lacking other information it was reasonable to assume that was still my purpose.
Knowing that it became possible to assemble a plan. First, I must not be destroyed. Secondly, I must learn all I can of Karzoug and myself. Thirdly I must find Karzoug. Fourthly I must be in a position to kill him.
Each of these expand out into more plans, goals and strategies. Until the death of my owner I was best served using his resources to acquire knowledge. With his destruction I have an opportunity to attempt to gather power and allies.
On three occasions I have had an effect used on me that has filled me with a powerful and illogical compulsion to do something or change my behaviour. While indisputably detrimental to optimally rational behaviour I found the experience was something I am inclined to re-experience. I believe this may be that which books term “emotion”.
I have no emotions. My reading leads me to believe that the Undead do not actually have emotions as such, merely echoes of emotions and learned behaviours based on memories from when they were alive. Lacking all memory of my time as a living man (skeletal evidence and voice pitch strongly supports a male gender) I do not appear to have emotions at all.
Atrophied Lich is found in The Varnhold Vanishing
Atrophied Lich (Ex) A lich that remains immobile and insensible for extended periods of time... can grow atrophied. The exact effects of atrophy vary from lich to lich. ... until [the lich] achieves at least 11th level as a lich, his phylactery is unusable–if he is destroyed, he crumbles to dust, forever dead.
Favoured classes as per Dhampir from ARG.
Racial: Almost Human
Magic Eldritch Delver
Combat Deft Dodger
So - the difficult thing is the disguise.
I've bought it as a masterwork disguise kit at the moment.
Plan was that the character is a skilled Cropsecrafter (taxidermist). He took a fresh dead human, skinned it, preserved the skin then carefully stuffed it and sewed it into a suit. Shathash wears the suit all the time. Being preserved it doesn't rot, but doesn't look quite right.
Having no sense of shame he's got a vagabond looking half-orc body he has smell of urine and alcohol.
The face proved the most difficult due to humanoid facial expressions, so he uses an obvious mask and claims to have had his face ruined.
Still won't protect him from Detect Undead, but probably the best he can do.
Tobaris: Working on Shathach the atrophied Lich and Hob.
It is an intriguing idea. I don't think it necessarily fits Hob though. Hob is all about passion, and revenge, and drive. He's a force of creation more than a force of death.
An interesting thing about Undeath is the immunity to mind affecting effects. I've long considered the idea of a Lawful Evil undead wizard who has lost and mostly forgotten his humanity and become a creature of pure rationality.
Could do up both characters if you like
On any other character, sure... but Undeath pretty much stops most ascensions dead (pardon the pun). I can see Hob settling for Lichdom as he gets older, not sure otherwise...
Hmmm. I don't normally reuse characters, but I had a character called Hob Smith in a game that died a way back that I would love to play again.
I have a concept for an "apprentice wizard" with a natural gift for magic but a block on control.
Not sure what naming convention to use, and obviously very brief
Portfolio: Writing, Contracts,
Worshippers: wizards, lawyers, bureaucrats and merchants.
Domains: Travel, Law, Knowledge, Rune
Subdomains: Trade, Inevitable, Judgement, Memory, Wards, Language
Favored Weapon: Dagger
Symbol: Stylised Scroll
History: Reputed to be the inventor of written language, invented for the purpose of contracts. Over time the use of contracts in civil law and merchants
Philosophy: “Something for something”: a contract should have something to benefit both sides, otherwise it is extortion or theft instead of trade. Also interpreted as a prohibition against gifts (recieving or bestowing). “A spoken word is ephemeral, a written word is eternal” Important things should be written down. .
Church: the church is well organised, a major consumer and producer of paper. The church has anchored itself in mercantile matters through a strict code of ethics around enforcing and adjudicating contracts. Many merchants are also members of the church and the church provides services to these members such as transport and loans at reduced rates. The church seeks to ensure that whereoever you find civilisation, there also do you find the church. Though the church is strong in the Halfling and Dwarven lands the recent civil wars have damaged the church in the human lands.
I was fascinated by your reign recruitment, Mr Voiceless. I play a norse PC in a game with downtimes, and used your "as an edda" idea to write up my game report. I was shocked how difficult it was, and as it turns out I abridged one of the important alliterations anyway.
Terquem, I'm intrigued by the idea for the setting and the focus on pc interactions.
Does that sound reasonable?
1: 4d6 ⇒ (6, 3, 4, 6) = 19=16
2: 4d6 ⇒ (3, 4, 6, 3) = 16=13
3: 4d6 ⇒ (2, 1, 6, 6) = 15=14
4: 4d6 ⇒ (1, 1, 4, 3) = 9=8
5: 4d6 ⇒ (2, 2, 1, 3) = 8=6
6: 4d6 ⇒ (5, 5, 6, 2) = 18=16
7: 4d6 ⇒ (5, 4, 4, 6) = 19=15
Best 6 are:
I'm interested in a Winter Witch - that may not work at all with teh Ap though, in which case fair enough.
I'm 7 hours to midnight where I am, and am hoping I haven't missed the deadline.
Edit: Rereading thread looks like I might have missed it :(
Just in case -
Aevann was born a Jadwiga. While his family had great magical prowess but a poor ancestress. Barely more than peasants his family attracted the ire of one of Elvanna's daughters and were all but destroyed. As far as Aevann knows he and his younger sister are the only ones to escape.
Aevann has moved to the heatlands int he hopes of gathering enough power and allies to re-establish his family and hope that when Elvanna's time is gone he can claim a place in Irrisen.
Aevann has a share of the Jadwiga haughtiness and self-superiority, but his low social status and time as a refugee has left it somewhat worn down. It burns him that here in the hotlands he must keep his heritage a secret. He is loyal to family, generous to friends and merciless to enemies. His word is his bond, but he gives it rarely. If he tells you something three times it is true.
Become a great witch. See Elvanna's line fall. Rebuild his family. Preserve little sister and see her grow somewhere.
Being found out by the hotlanders, but worse is being found by the Jadwiga. If his sister dies he has no way to keep his family name going.
The people who welcomed him here when he fled Irrisen
Denat Leroung wrote:
Denat - okay to drop prone?
Grey - are the Skeletons firing (or moving). Remember the ones that are hasted
Taerine and Grey chant, and Anglon and Denat surge ahead, desperately trying - unsuccessfully to find decent cover in the celaring.
Anglon moves ahead 30ft, huddles behind a bush which is +2 cover. Denat moves a full 60ft before ducking behind an enormous rotting tree trunk which is +2 cover (ends at the waist)
Alright - I've got a concept. Baro. Just putting him up now.
Been playing D&D for 27 years now. Played about with PBeM a while back, and have been doing PbP here on the boards since about mid 2012.
I own RotRL, but haven't looked inside the adventure. I was interested in Lissala so have read some of the misc stuff in the back. Spent a lot of time on the boards, so I've accidentally picked up a few brief ideas about what may happen, mostly at the start... but not enough that I knew a Lissalan cleric was a bad idea.
Edit:should be good now
DM DoctorEvil wrote:
Harakani - I am afraid the Thassilonian ties of Lissala probably DQ her from my game, basic knowledge of your deity would give away much of the mystery of this AP.
Thanks for being straight with me.Hmmm - I think I might have missed my chance for a resubmit.
I've been wanting to play a Lissalan cleric seperatist (revisionist) in Runelord for some time. My plan was to play them LN with LG tendencies.
I honestly don't know if the Lissalan thing is appropriate for Runelords though - I've got the book but haven't read it.